Date: 8-13-2011 (Saturday)
Time: Chrono opens at 9am/Briefing 10/Game on 10:30/Game over 6:00pm
Location: Xtreme Kombat
Price: $20 (pre-register on or before 8-8 )/$30 regular
Payment: Paypal to firstname.lastname@example.org (include name(s) and team color in note line) or call 919-699-4448
Restrictions: A DEAD RAG IS REQUIRED for this event. If you do not bring a dead rag, then you must purchase one at the shop before gaining entry to play. A dead rag is any piece of bright material used to indicate you are hit. Matching colors are also required, see "Teams/colors" section below.
Please RSVP here also by clicking the link at the bottom, so we can get an idea of the headcount:
Town of Zvornik - Tan
Town of Krakaj - Green
*Uniforms will be strictly monitored. Ambiguous uniforms will not be tolerated. There will be tan and green T-shirts for sale at the shop for those that have mis-matched uniforms. If you have a green bottom, and tan top, or vice versa, then you will not be allowed to play. The point of having tan vs green is so it is easy for players to identify who their team mates are. If you are wearing a tan hat, green t-shirt, and blue jeans, then it is impossible to tell what team you are on. This takes away from other's playing experience and is unacceptable. Colors for tops that are not acceptable include, black, brown, blue, white, red, pink, purple, etc. etc. Anything that isn't mostly tan, or mostly green will not be acceptable for entry. This is the same theory as requiring deadrags. We want to raise the playing experience for everyone.
General Safety Rules:
-Magazines must be removed at all times while outside the netted area (SAWs with box mags are exempt from this rule, but should use a barrel cover)
-Take your magazine out and clear your chamber before leaving the netted area
-ABSOLUTELY no firing BBs outside the netted area. You must put on goggles and step inside the net or to the chrono area to fire BBs. Dry firing to test weapons is OK. Do not forget to clear your chamber first.
-Goggles must remain on while inside the net, even between and before games.
-Fogged goggles may not be removed. If you can not defog them without taking them off, then you must call yourself out and step outside the net.
*Anyone caught breaking ANY of these rules will be issued a warning. If a second infraction occurs, then you will have to sit out. If a third infraction occurs, you will go home. This is not your parent's backyard.
General Airsoft Rules:
- Since there is a significant amount of CQB area on this field, we will implement an Irene-ish FPS system. All measurements are with a .25g BB. It is very important that you measure or convert your FPS with a .25g BB. MED stands for "Minimum Engagement Distance". This is the closest you are allowed to shoot someone at, depending on the fps of your gun:
: <300fps = CQB legal, no MED
: 300-350fps = semi only, no MED/Automatic fire, 15ft
: NEW INDOOR RULE = Semi only while engaging players indoors, even with <300fps. No guns shooting over 350 are to be used to engage indoors. Shooting “into” or “out of” buildings is allowed.
: 350-400fps = 15ft MED
: *400-450fps = 50ft MED
: *450-500fps = 100ft MED, restricted to semi only
: *500-550fps = 100ft MED, bolt action only
*anything over 400fps with a .25 must be checked in with the game admin before passing chrono
- Safety Kill: We will be cracking down on abusing the safety kill. Only use a safety kill if you come up behind a player, or have the drop on them without a doubt. This means that there is no possible way for him to shoot you before you shoot them. I do not want to see players turn corners or hop bunkers yelling "safety kill". This is a game focused on shooting players, not yelling at them to die. If a player does not honor the safety kill, it is not OK to violate your MED and shoot them. Do remember that some players carry CQB weapons and are prepared to use them in close situations. If you absolutely have the drop on them, then it shouldn't be an issue and they will call themselves out.
- Knife kills count as lightly touching a player and saying "knife kill". The player should then quietly head towards respawn.
- There are no bunker tag rules in play, do not bunker tag.
- Grenades must make a noise to be considered lethal devices. We will be using the 10ft radius rule. Hard cover can save you, but friends and foliage don't count as cover.
- Rockets will also have a 10ft radius rule, but do not have to make a noise. If a rocket hits a bunker, players inside are dead. If a rocket hits a large structure, kills are a room by room basis.
- The wall around the new city is to be considered completely solid. There are occasional cracks that are big enough for BBs, but you are not to shoot through the wall at any time. You may shoot under and over the wall, but only if you can see what you are shooting at. No blind fire! You must be tall enough to see over the wall, or have someone boost you up to shoot over it.
- No climbing over structures, this includes the fence and into second story structures.
- Destruction of field property will not be tolerated. Respect the facilities provided as if it was your own property. Do not shoot at the lights, windows, or intentionally beak anything.
Each team will be given a designated hospital building. If you are struck anywhere other than your gun, then you must yell "HIT HIT HIT", pull your dead rag, and walk back to your hospital. Make sure to make it obvious that you are hit, so players will not keep shooting you. There will be egg timers at each hospital. The first player to reach the hospital will set the timer for 5 minutes. When the timer reaches zero, all players may leave the hospital. If you walk off the field for any reason, you must go back to your hospital before re-entering gameplay. Players may not enter the opposing team's hospital building, and must remain at least 15 ft away from the entrance and windows. The hospitals will be designed so living players may defend from inside of it, but must enter an interior room to respawn.
Due to the recent nuclear conflicts involving the Uprising and the Red Army, most of the fresh water supply of Serbania has become contaminated. The government has stepped in to control the situation, but is rationing most of the water for the Red Army's war efforts. These harsh restrictions have forced many of the isolated towns to try and find their own water supplies. Since the Uprising is busy warring with the Red Army elsewhere, these towns are left fighting amongst themselves for control over the few natural wells that remain uncontaminated.
- Collect water: Each team will be given a water pump. The pump must be taken to a designated drilling point on the map to be set up. Any player can set up a water pump. Once operational, the pumps will produce bottles of ice cold water in even intervals. Pumps will continuously produce water, even if the enemy team is the one taking the bottles. Players may not move the opposing team's pump, but they have the option of destroying it with a demo charge (see below). Once a certain amount of intervals has passed, the well is “dried up” and will not produce any more water. Once the bottles are harvested, they must be taken back to the town's water supply for safe keeping. If a player is killed while carrying a bottle, they must drop it immediately. Once a bottle has reached the water supply, it may not be touched by the opposing team. At the end of the day, points will be awarded for each bottle inside the water supply. Players are allowed to open and drink the water, but no points will be awarded for bottles that have been drank or have the seal broken.
- Destroy pumps: Each team will be given an engineer's hard hat and a limited amount of demo charges. Demo charges will be kept by refs at each team's water pump. Engineers may pass on their role, but the hardhat may only be put on at the hospital. If the hat is taken off at any time, then they must go back to the hospital to activate it. This will keep players from giving the hat to someone else after they have died, or keeping it hidden until they are close to the water pump. The idea is to make the engineers a big target for the opposing team. Only an engineer is allowed to place the demo charges. To place the charge, the engineer simply has to touch the other team's water pump. Once a pump has been destroyed it is out of commission and must be taken back to the hospital. The pump may be reconstructed after it has respawned.
- Steal water supply: Each town will have a cooler in a predesignated building. If an enemy player touches the cooler, then a third (rounded down/minimum of one) of the current supply is instantly transferred to the opposing team. Water supplies can only be stolen once before lunch, and once after lunch, for a total of two times.
- FRAGOs: Throughout the day, missions will be given to each team's commander. The mission cards will spell out what the objectives are, how long you have to complete them, and how many points they are worth. It is your commander's responsibility to communicate and assign these missions to the rest of the team. Refs will be monitoring these missions to record when they are completed.
If you have any questions, comments, or criticism, please feel free to express them. We will try to have a comment box available for players to leave immediate feedback at the field. Please note that we will have a full staff of refs constantly monitoring the key scenario elements to make sure everything is running smoothly.